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The King of Fighters XV/Maxima/Combos: Difference between revisions
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| '''cl.5D > 3C''' || | | '''cl.5D > 3C''' || 137 || Highest damage ground starter. | ||
|- | |- | ||
| j.C > cl.5D > 3C || | | j.C > cl.5D > 3C || 200 || Highest damage jump in starter. | ||
|- | |- | ||
| j.C > cl.5C > 3C || | | j.C > cl.5C > 3C || 162/200 || Most reliable jump in, make sure to do 3C after the first hit of cl.5C when not a crossup, otherwise it will whiff. | ||
|- | |- | ||
| 2C || | | 2C || 70 || Poke that links into 3C when close and 214A/AC and 236A/AC, add armor to the mix and this is one mighty starter | ||
|} | |} | ||
Revision as of 17:46, 17 May 2023
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2A/5A/f.5A > 3C | 82 | Standard light into 3C, leads into 214A/214AC/236A/236AC. |
cl.5B > 3C | 87 | Standing low light confirm. |
2B > 2A > 3C | 92 | Standard low light confirm. |
j.B/j.A > cl.5B > 3C | 127 | Light jump in into a low standing light into 3C, leads to the same stuff as other starters. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.5D > 3C | 137 | Highest damage ground starter. |
j.C > cl.5D > 3C | 200 | Highest damage jump in starter. |
j.C > cl.5C > 3C | 162/200 | Most reliable jump in, make sure to do 3C after the first hit of cl.5C when not a crossup, otherwise it will whiff. |
2C | 70 | Poke that links into 3C when close and 214A/AC and 236A/AC, add armor to the mix and this is one mighty starter |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD > 3C | 132 | Can be done in the corner or after using 236C to get close enough anywhere else. |
236CD > 3C | 135 | Standard Shatter Strike starter. |
3C | 60 | Can be used as an anti air to link into 214C, 63214BD and 623D, or as a grounded hit to link into 214A/AC, 236A/AC and 63214BD (also 63214B if close enough). |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Please note, any combo that starts with 2A 3C can also be started with cl.5B 3C, 2B 2A 3C (when close enough), or j.C cl.C 3C.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 172 | 0 | Rush combo ending in a special move (214A), can be linked into supers. |
cl.A > A > A > C | 257 | 1 | Rush combo ending in a super (236236A). |
cl.A > A > A > D | 393 | 2 | Rush combo ending in a Max super (236236AC). |
cl.A > A > A > A | 467 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2B/j.C) 2A > 3C > 214A | Anywhere | Basic combo, fairly safe on block but can be punished with guard cancel roll. | ||||
2A > 2A > 63214B | Anywhere | While less damage, it will give a far better mixup. Can do followup for extra damage | ||||
cl.B > 3C > 214A | Anywhere | Same as the first combo, but with a standing low |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2B) 2A > 3C > 214AC, 66 3C > 214C | .5 | midscreen | Big damage. Potential safe jump with running full jump j.CD but requires manual timing | |||
(2B) 2A > 3C > 214AC, dl.3C > dl.236C, 623B | .5 | Corner | 3C should hit them pretty low to the ground. This does almost 50% for half a bar, but with slightly worse oki than if you just do 3C 214C ender. | |||
(2B) 2A > 2A (2A) > 624BD > 214K | .5 | Anywhere | Hit confirms from ranges that are normally too far for anything else, very good way to start getting the game rolling in your favor off of some jabs. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2A > 2A > 2B > 236236B | 1 | Anywhere | Super confirm from fairly far out, the cancel has to be done very fast | |||
2A > 3C > 214A > 236236A | 1 | Anywhere | Basic super confirm, usually not worth using over the ex vapor cannon combos but has its place if you confirmed badly and already did vapor cannon. | |||
2A > 3C > 214AC, 66 3C, 624BD | 1 | midscreen | Instant corner carry and decent damage. Not much more damage than the 3C 214C ender though, so consider whether the corner carry is important or not. | |||
2A > 3C > 214AC, dl.3C > dl.236C, 624BD | 1 | Corner | Tricky timing to get down, but gives good damage and a good knockdown unlike the 623K ender. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2A > 3C > 214AC, 66 3C > 214C >236236A | 1.5 | Anywhere | Very good damage, in the corner omit the microdash before 3C and just delay it slightly. If you are unsure about timing/spacing you can always cancel into beam super instead for slightly less damage. | |||
3C > quick max > 214C > 236236A | 2 | Anti Air | Anti air combo off of 3C, probably your best way of getting decent damage off of it as an anti air option. Also possible off of 5A counterhit 3C. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2A > 3C > quick max, cl.C (1) > 3C > 214A > 236236A > climax | 3 | Anywhere | Basic quick max into level 1 -> level 3, does tons of damage. You can do two hits of cl.C however it will not work on 2nd position Maxima, and it may have too much pushback. | |||
2A > 3C > quick max, cl.C(1) > 3C > 214AC, 66 3C > 214C > climax | 3 | Anywhere | Quickmax combo for point Maxima. | |||
3C > quick max > 214C > 236236A > climax | 3 | Anti Air | Anti Air confirm into level 1 -> level 3, make them think twice for jumping in at you. Obviously doesn't work for point maxima. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2A > 3C > 214AC, 66 3C > quick max > 214C > 236236A > climax | 3.5 | Anywhere | Big damage, doesn't do too much less than the below combo and saves you a half a bar so consider using this instead | |||
2A > 3C > quick max > cl.C(1) > 3C > 214A >236236AC > climax | 4 | Anywhere | Basic level 2 into level 3 confirm |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2A > 3C > 214AC, 66 3C > Quick Max > 214C > 236236AC > climax | 4.5 | Anywhere | For when you feel like blowing almost your full load. Can do about 90% when done off of a jumpin. |